mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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11c1ae8f50
* Made Nail half-speed, changed long nail from hold B to press B, touched up animations - Made Nail Carpenter half-speed -- it shouldn't change much, just remember to double your tempo! - Also changed the long nail input from hold and release to simply pressing B -- the old way gives less reaction time and is just less fun overall - Also touched up the animations to make them snappier and improve gamefeel * Cleaned up animations a bit further, changed 'fusuma' to 'shoji' * Further animation improvements Hit animations are now instant, and the hammer animation is about snappy and responsive as it should be * Fixed touch controls FIxed touch controls being a miss no matter what * reimplemented touch mode whiffing cuz i forgor * fixed a sound effect playing at the wrong time * spawning logic overhaul also fixed issue where sweets would be hittable if a nail could be instead cues at full speed for testing need to halve the speed of everything later * remove stray sfx call * add missing exclaim animations to the forced object types * improve chunk based spawning improve animator setup * remove unused stuff * new animations girl randomly blinks puddings bounce when passing the girl nails pop out when missing * fix the sweet break check --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
81 lines
No EOL
2.8 KiB
C#
81 lines
No EOL
2.8 KiB
C#
using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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namespace HeavenStudio.Games.Scripts_NailCarpenter
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{
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public class Nail : MonoBehaviour
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{
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public double targetBeat;
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public float targetX;
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public float metresPerSecond;
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public Animator nailAnim;
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private NailCarpenter game;
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public void Init()
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{
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game = NailCarpenter.instance;
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game.ScheduleInput(targetBeat, 0, NailCarpenter.InputAction_RegPress, HammmerJust, HammmerMiss, null);
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//wrong input
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if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
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{
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game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_AltPress, StrongHammmerJust, null, null);
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}
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Update();
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}
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private void HammmerJust(PlayerActionEvent caller, float state)
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{
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game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
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if (state >= 1f || state <= -1f)
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{
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nailAnim.DoScaledAnimationAsync(
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(state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.25f);
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SoundByte.PlayOneShot("miss");
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return;
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}
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SoundByte.PlayOneShotGame("nailCarpenter/HammerWeak");
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nailAnim.DoScaledAnimationAsync("nailHammered", 0.25f);
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}
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private void StrongHammmerJust(PlayerActionEvent caller, float state)
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{
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game.ScoreMiss();
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game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
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if (state >= 1f || state <= -1f)
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{
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nailAnim.DoScaledAnimationAsync(
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(state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.25f);
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SoundByte.PlayOneShot("miss");
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return;
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}
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SoundByte.PlayOneShotGame("nailCarpenter/HammerStrong");
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nailAnim.DoScaledAnimationAsync("nailStrongHammered", 0.25f);
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}
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private void HammmerMiss(PlayerActionEvent caller)
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{
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game.Carpenter.DoScaledAnimationAsync("eyeBlink", 0.25f, animLayer: 1);
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nailAnim.DoScaledAnimationAsync("nailMiss", 0.5f);
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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double beat = cond.songPositionInBeats;
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Vector3 pos = transform.position;
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pos.x = targetX + (float)((beat - targetBeat) * metresPerSecond);
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transform.position = pos;
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if (targetBeat != double.MinValue)
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{
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if (beat >= targetBeat + 9) Destroy(gameObject);
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}
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}
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}
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}
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} |